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bool |
bCollapseTopLevelPointInstancers |
If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component. |
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bool |
bImportActors |
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bool |
bImportAtSpecificTimeCode |
When true the stage will be evaluated at ImportTimeCode for the import. |
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bool |
bImportGeometry |
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bool |
bImportGroomAssets |
Whether to import GroomAssets, GroomCaches and GroomBindings |
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bool |
bImportLevelSequences |
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bool |
bImportMaterials |
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bool |
bImportOnlyUsedMaterials |
If this is checked, only materials actively used by the stage and import settings will be parsed. |
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bool |
bImportSkeletalAnimations |
Whether to try importing UAnimSequence skeletal animation assets for each encountered UsdSkelAnimQuery |
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bool |
bInterpretLODs |
When true, if a prim has a "LOD" variant set with variants named "LOD0", "LOD1", etc. |
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bool |
bMergeIdenticalMaterialSlots |
If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot. |
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bool |
bOverrideStageOptions |
Whether to use the specified StageOptions instead of the stage's own settings |
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bool |
bPrimPathFolderStructure |
When enabled, assets will be imported into a content folder structure according to their prim path. |
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EReplaceActorPolicy |
ExistingActorPolicy |
What should happen when imported actors and components try to overwrite existing actors and components |
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EReplaceAssetPolicy |
ExistingAssetPolicy |
What should happen when imported assets try to overwrite existing assets |
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TArray< FHairGroupsInterpolation > |
GroomInterpolationSettings |
Groom group interpolation settings |
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float |
ImportTimeCode |
TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabled |
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int32 |
KindsToCollapse |
Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh |
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FName |
MaterialPurpose |
Specifies which material purpose to use when parsing USD material bindings, in addition to the "allPurpose" fallback |
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int32 |
NaniteTriangleThreshold |
Try enabling Nanite for static meshes that are generated with at least this many triangles |
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TArray< FString > |
PrimsToImport |
List of paths of prims to import (e.g. ["/Root/MyBox", "/Root/OtherPrim"]). |
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int32 |
PurposesToImport |
Only import prims with these specific purposes from the USD file |
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FName |
RenderContextToImport |
Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context. |
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EUsdRootMotionHandling |
RootMotionHandling |
Describes what to add to the root bone animation within generated AnimSequences, if anything. |
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FUsdStageOptions |
StageOptions |
Custom StageOptions to use for the stage |